One world
Five continents divided by one connected body of dead water.
Everything your character grew up knowing
One connected body of dead water wraps the world. Nothing survives on its surface. Every road between continents goes through the sky.

Five continents divided by one connected body of dead water.
Riders, herds, envelopes, steam, and memory crystal share the sky.
Since the war ended in an armistice that settled nothing.
The Still
A flat pewter plane without wave, reflection, wake, or tide. A low fog lid that has occupied the same horizon since before anyone’s grandmother. Rivers and enclosed basins remain ordinary water; none of them joins one continent to another.
“There is only choosing which arm to cross—and how wide it is where you cross it.”
A path into the campaign
Read in order for a guided primer, or enter anywhere and follow what catches.
The Still, five continents, and the routes that decide what distance means.
↗02Five centuries of flight and the grudges every vessel carries into port.
↗03One city, two laws, and the shared place every character left unfinished.
↗04Turn lore into an origin, inheritance, belief, and live connection.
↗05The memory boundary and the final shared facts before the table takes over.
↗The world you inherit
Memory crystal made the impossible ordinary. It opened routes the empire could not tax, ended one monopoly, financed both sides of a war, and built an economy that turns a person’s best skill into machinery.
Follow the costWhen the world feels lived in
The character forge turns place and history into five useful decisions—then the prologue carries those decisions to the instant play begins.